diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 949f2953d31..1a18f35e64f 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -731,6 +731,11 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons } } + if (p_render_data->view_count > 1) { + glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } + if (!sky->radiance) { _invalidate_sky(sky); _update_dirty_skys(); @@ -738,7 +743,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons } } -void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier) { +void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y) { GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); @@ -748,6 +753,11 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, GLES3::SkyMaterialData *material_data = nullptr; RID sky_material; + uint64_t spec_constants = p_use_multiview ? SkyShaderGLES3::USE_MULTIVIEW : 0; + if (p_flip_y) { + spec_constants |= SkyShaderGLES3::USE_INVERTED_Y; + } + RS::EnvironmentBG background = environment_get_background(p_env); if (sky) { @@ -792,16 +802,21 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, sky_transform.invert(); sky_transform = sky_transform * p_transform.basis; - bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); + bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants); if (!success) { return; } - material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); - material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); - material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); - material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); - material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); + material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants); + material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants); + material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants); + material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants); + material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants); + + if (p_use_multiview) { + glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } glBindVertexArray(sky_globals.screen_triangle_array); glDrawArrays(GL_TRIANGLES, 0, 3); @@ -1975,7 +1990,7 @@ void RasterizerSceneGLES3::render_scene(const Ref &p_render_ scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED; scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK; - _draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier); + _draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier, p_camera_data->view_count > 1, flip_y); } RENDER_TIMESTAMP("Render 3D Transparent Pass"); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 7977e562c0c..ff043d67f6e 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -83,6 +83,7 @@ enum SkyUniformLocation { SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION. SKY_MATERIAL_UNIFORM_LOCATION, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, + SKY_MULTIVIEW_UNIFORM_LOCATION, }; struct RenderDataGLES3 { @@ -570,7 +571,7 @@ protected: void _update_dirty_skys(); void _update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier); void _filter_sky_radiance(Sky *p_sky, int p_base_layer); - void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier); + void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y); void _free_sky_data(Sky *p_sky); public: diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl index 4c0fe47f6b4..e59bca8b073 100644 --- a/drivers/gles3/shaders/sky.glsl +++ b/drivers/gles3/shaders/sky.glsl @@ -10,6 +10,9 @@ mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PA #[specializations] +USE_MULTIVIEW = false +USE_INVERTED_Y = true + #[vertex] layout(location = 0) in vec2 vertex_attrib; @@ -19,7 +22,11 @@ out vec2 uv_interp; void main() { uv_interp = vertex_attrib; +#ifdef USE_INVERTED_Y gl_Position = vec4(uv_interp, 1.0, 1.0); +#else + gl_Position = vec4(uv_interp.x, uv_interp.y * -1.0, 1.0, 1.0); +#endif } /* clang-format off */ @@ -37,6 +44,9 @@ uniform samplerCube radiance; //texunit:-1 #ifdef USE_CUBEMAP_PASS uniform samplerCube half_res; //texunit:-2 uniform samplerCube quarter_res; //texunit:-3 +#elif defined(USE_MULTIVIEW) +uniform sampler2DArray half_res; //texunit:-2 +uniform sampler2DArray quarter_res; //texunit:-3 #else uniform sampler2D half_res; //texunit:-2 uniform sampler2D quarter_res; //texunit:-3 @@ -102,6 +112,15 @@ uniform float fog_density; uniform float z_far; uniform uint directional_light_count; +#ifdef USE_MULTIVIEW +layout(std140) uniform MultiviewData { // ubo:5 + highp mat4 projection_matrix_view[MAX_VIEWS]; + highp mat4 inv_projection_matrix_view[MAX_VIEWS]; + highp vec4 eye_offset[MAX_VIEWS]; +} +multiview_data; +#endif + layout(location = 0) out vec4 frag_color; #ifdef USE_DEBANDING @@ -115,9 +134,20 @@ vec3 interleaved_gradient_noise(vec2 pos) { void main() { vec3 cube_normal; +#ifdef USE_MULTIVIEW + // In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject. + vec4 unproject = vec4(uv_interp.x, uv_interp.y, 1.0, 1.0); + vec4 unprojected = multiview_data.inv_projection_matrix_view[ViewIndex] * unproject; + cube_normal = unprojected.xyz / unprojected.w; + cube_normal += multiview_data.eye_offset[ViewIndex].xyz; +#else cube_normal.z = -1.0; cube_normal.x = (uv_interp.x + projection.x) / projection.y; cube_normal.y = (-uv_interp.y - projection.z) / projection.w; +#endif +#ifndef USE_INVERTED_Y + cube_normal.y *= -1.0; +#endif cube_normal = mat3(orientation) * cube_normal; cube_normal = normalize(cube_normal); @@ -146,11 +176,19 @@ void main() { #endif #else #ifdef USES_HALF_RES_COLOR +#ifdef USE_MULTIVIEW + half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0); +#else half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0); #endif +#endif #ifdef USES_QUARTER_RES_COLOR +#ifdef USE_MULTIVIEW + quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0); +#else quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0); #endif +#endif #endif {